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I have no idea. It's happened with TS12 as well and T:ANE on occasion. The only thing I can think of is the mouse controls buffer gets flooded and the system locks up.

Running in a window and clicking on the desktop seems to help, and so does saving or pressing escape to bring up the exit from Surveyor menu. If I don't want to exit, I'll press cancel and go back in and continue fine.

Running in a window and clicking on the desktop seems to help, and so does saving or pressing escape to bring up the exit from Surveyor menu. If I don't want to exit, I'll press cancel and go back in and continue fine.

If the mouse cursor runs off the window in the middle of some operations, the system does not see the mouse-up event, and assumes the button is still pressed with the cursor way off at the side. One fix is to make sure the mouse cursor is back in the window, and repeat the action, but Esc usually works OK.

i am still having problems with performance. spline point inserting doesn't work right, i have to click over and over and eventually a spline point will work,laying track works, but deleting is a problem. i am on build 99912.

i am still having problems with performance. spline point inserting doesn't work right, i have to click over and over and eventually a spline point will work,laying track works, but deleting is a problem. i am on build 99912.

Originally Posted by deighton

I am having the same problems as described by nugget2225. I guess I have to send the feedback people another message!

I had that issue as well and thought my track was corrupt (again) so I opened it for edit and reverted it. That fixed the problem temporarily, but then yesterday I couldn't place a signal on a small section of track while other parts around it are fine.

One known issue with laying track currently is that if you lay across a baseboard, one end of the track becomes "dead". Inserting a spline on the good end of the track and moving it across to the dead end solves the problem.

One known issue with laying track currently is that if you lay across a baseboard, one end of the track becomes "dead". Inserting a spline on the good end of the track and moving it across to the dead end solves the problem.

i am not sure when i am crossing a baseboard, i have over 200 of them, so it's hard for me to know if i am laying track across them. i have never seen such an issue.i have stopped laying track and started molding my mountains. how do i find out exactly the exact number of boards? i hope this is fixed soon, it's driving me crazy.i was expecting another build by now. I thought the final build was next week.

i am not sure when i am crossing a baseboard, i have over 200 of them, so it's hard for me to know if i am laying track across them. i have never seen such an issue.i have stopped laying track and started molding my mountains. how do i find out exactly the exact number of boards? i hope this is fixed soon, it's driving me crazy.i was expecting another build by now. I thought the final build was next week.

Use the grid view to see where you cross the baseboards. I had to do that last night myself on my simple test route.

I agree it's annoying right now, but that's part of testing. At this point in the game, no pun intended, I wouldn't want a released version. Keep testing and keep reporting is the name of the game right now. The more things we report and they fix, the better we will be going forward.

I found something else I need to confirm before I report it to ensure the asset that's causing the issue and not the program. Yet another thing to add to the pile of fixes that need to be addressed before this version is released.

This is the reason why I don't overwrite my working copy and clone everything for testing. If the test version breaks, it's annoying, but at least nothing important is trashed and we know that these issues should be fixed. When the full-released version trashes things, that's when it goes beyond annoying. This is what happened when T:ANE was first released.